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  1. #61
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    As far as I'm concerned, skill doesn't /only/ affect landing rate... A spell can still resist after it's landed for partial duration/potency... if you're a career redmage and you have noticed that, you're pretty oblivious to how enfeebling works.
    There's a balance of "enough" skill to land a spell without resist, then getting the mnd/int potency bonus.

  2. #62
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    But the duration is always 50% or 100%, unless the mob builds a resistance to that type of enfeeble.

    As far as I've seen.

  3. #63
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    Quote Originally Posted by FFXIFlux
    As a RDM I've done all MND setup on Kirin with several hundred casts and had 5% land rate. With an all enfeebling setup it's over 50% land rate on paralyze.
    I'm not going to pretend like I'm some RDM expert, but to me this sounds like a melee saying, "I traded 50 acc for 30 dex and all of a sudden I'm missing!"

  4. #64
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    Quote Originally Posted by Genosync
    But the duration is always 50% or 100%, unless the mob builds a resistance to that type of enfeeble.
    As far as I've seen.
    That's certainly not the cast for sleep that I've seen in a lot of situations.

  5. #65
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    Or Bind, for that matter. Both seem to have other checks as far as duration goes.

    Landing a debuff spell is more Enfeebling + MAcc, but how well it works seems to be more MND or INT related (depending on White or Black, of course). I've had an Elvaan RDM in a near-matching set of AF (we were both capped)- but his Paralyze was locking up the mob more than mine regularly. Why? Higher MND and he was chowing down on gobbie mushpots for good measure. My Gravity tended to last longer than his would by a fair margin. Why? I'm a Tarutaru, better INT and at the time I was chewing on melon pies (leftovers from leveling BLM).

    All I know is it that both are helpful- and gimpy INT/MND can make a debuff pathetic even if it initially lands...but you have to stick the spell first anyway. It's why I usually poke BLM's to Burn/Shock mobs when possible, though on an HNM it's probably not gonna do much anyway (though it did help on the low-tier ones like Admanking, from doing him...I actually was getting "xxx is Paralyzed" messages once I'd landed Shock + Paralyze on his tail, but he was shaking it off normally without any freeze-ups before)

  6. #66
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    Quote Originally Posted by spooky
    Quote Originally Posted by Genosync
    But the duration is always 50% or 100%, unless the mob builds a resistance to that type of enfeeble.
    As far as I've seen.
    That's certainly not the cast for sleep that I've seen in a lot of situations.
    Yeah, sleep is the most obvious resist, I've seen as little as 25%~ resists... sleep is the one thing I don't play around with, and go full enfeebling skill. lol

  7. #67
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    Quote Originally Posted by Kandykanez
    Quote Originally Posted by spooky
    Quote Originally Posted by Genosync
    But the duration is always 50% or 100%, unless the mob builds a resistance to that type of enfeeble.
    As far as I've seen.
    That's certainly not the cast for sleep that I've seen in a lot of situations.
    Yeah, sleep is the most obvious resist, I've seen as little as 25%~ resists... sleep is the one thing I don't play around with, and go full enfeebling skill. lol
    My understanding is that sleep duration is a function of INT. If your sleep only lasted 75% of what you are accustomed to, perhaps it wasn't a resist, but rather that in your full enfeebling gear you have insufficient INT for max duration from an unresisted sleep on that particular enemy.

  8. #68
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    Sleep series actually have set durations for a full land, which doesn't get boosted by INT. 60 seconds for first tier, 90 seconds for second tier.

    Shorter duration means you either got resisted, or the mob has a natural or built up resistance to the spell.

    Unless what you mean is just for partial resists, INT plays a factor. I just use full +skill setups on RDM and BLM for sleep and have very consistent results.

  9. #69
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    Quote Originally Posted by Suiram
    My understanding is that sleep duration is a function of INT. If your sleep only lasted 75% of what you are accustomed to, perhaps it wasn't a resist, but rather that in your full enfeebling gear you have insufficient INT for max duration from an unresisted sleep on that particular enemy.
    Sleep duration is fixed for each spell. Sleep 1 is 60 seconds and sleep 2 is 90 seconds, for example. If you see a result less than that it's because of a partial resist.

    Int may come in to play determining that level of resistance, but it certainly doesn't increase the possible duration, and neither do elemental staves or weather effects.

  10. #70
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    Oh, my understanding had been that it was a function of INT up to a cap of 60sec/90sec. Thanks for clearing that up.

  11. #71
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    Quote Originally Posted by Bagel
    Quote Originally Posted by FFXIFlux
    As a RDM I've done all MND setup on Kirin with several hundred casts and had 5% land rate. With an all enfeebling setup it's over 50% land rate on paralyze.
    I'm not going to pretend like I'm some RDM expert, but to me this sounds like a melee saying, "I traded 50 acc for 30 dex and all of a sudden I'm missing!"
    MND is more like STR, it's more like "I traded 50 acc for 30 str and all of a sudden I'm missing! But if I switch back to the acc, I'm hitting for 0."

  12. #72
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    As a BLM who really isn't into parses or tests, I strongly believe that there is some kind of INT vs INT thing going on with nuking a target which makes some difference in resist. I remember a big difference between DRK or BLM mobs compared to other jobs when leveling up. But that's all I'll say on the topic, because most of this is either OFN or unproven ;o.

  13. #73
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    I've seen pudding sleep for like 5 seoncds and then wake up, can be really anoying some times. (No they didn't have DoT.)

  14. #74
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    Quote Originally Posted by Kandykanez
    As far as I'm concerned, skill doesn't /only/ affect landing rate... A spell can still resist after it's landed for partial duration/potency... if you're a career redmage and you have noticed that, you're pretty oblivious to how enfeebling works.
    There's a balance of "enough" skill to land a spell without resist, then getting the mnd/int potency bonus.
    Either go all out on Enfeebling or Ele, if you don't need skill then go mp+ and MND.

    If you want potency, you equip the right HQ staff for the spell. (For a Red Mage that is.)

    BLM is really a mix of INT, MAB and Ele Skill. Vary the skill with the difficulty of the HNM.

    Magic Accuracy, no thanks unless you're ChainStunning or casting Drain/Aspir with RDM.

  15. #75
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    Quote Originally Posted by kawkawkaw
    As far as the RDM MP equipment goes, in merit parties, it's more effective. If you have the time to actually enfeeble the mobs with anything other than Dia, then you or your party is doing something wrong. Your parties chains are dependant on how long you can go, which MP helps a shitload with. Other than a Pluto's Staff for sleeping and an Enfeeb Torque for sleeping mamools, I never carry my enfeebling set when going out to party.
    A well-merited RDM should have no problems enfeebling merit mobs with elemental staves and minimal skill gear. Ten to fifteen percent accuracy from NQ/HQ Staff, 15 skill from Warlock's Tabard, 7 skill from enfeebling torque, and 16 skill from merits is more than enough to land pretty much any enfeeble on any non-NM/HNM that is not immune to said enfeeble. The enfeebling skill alone would put you over the skill of a level 82 RDM, not to mention the staff bonus.

  16. #76
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    Quote Originally Posted by Codernaut
    Quote Originally Posted by Suiram
    My understanding is that sleep duration is a function of INT. If your sleep only lasted 75% of what you are accustomed to, perhaps it wasn't a resist, but rather that in your full enfeebling gear you have insufficient INT for max duration from an unresisted sleep on that particular enemy.
    Sleep duration is fixed for each spell. Sleep 1 is 60 seconds and sleep 2 is 90 seconds, for example. If you see a result less than that it's because of a partial resist.

    Int may come in to play determining that level of resistance, but it certainly doesn't increase the possible duration, and neither do elemental staves or weather effects.
    Sleep is full skill, INT doesn't do much for it, if anything. Sleep also doesn't build up a resistance if you have high enough skill.

    I held VT-IT bombs asleep for over 6 hours at my first jorm (lol wayyyy back in the day) without a single partial resist when a taru BLM casting Sleepga2 got a half-resist on the very first cast.

    MND does enhance accuracy on the improtant debuffs but not as much as skill. Don't let flux tell you that MND doesn't add anything, his vagina just leaked all over his log.

    As far as Dark Magic vs m.accuracy, lol... shame shame that a career war (lockecole) knows it better than some of you rdm's. Don't argue, listen and learn.

  17. #77
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    Kross, I know you said that to burn me and I hate you for it. lol
    Staves don't do as much for potency as people would like to believe, if your skill is breaking over an enemy's resistance, club is the way to go... mnd+12 from mythic+1 & numinous+1 shield makes a larger impact than a terra staff.
    and BRP, I agree with that 100%, it's no coincidence that BLM demons in Xarc resist sleep way more than any other mob... it's either INT vs. INT for black spells, or MND vs. MND for white. spy vs. spy vs spy

  18. #78
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    Staves don't do as much for potency as people would like to believe
    Staves do nothing for potency, absolutely nothing (in the para/slow/blind world). If you're fully skill merited you should have no trouble using a wand anyways, and especially if you have af2 hat. A wonderful bonus to the hat is the ability to debuff in errant body and keep the 15 skill.

  19. #79
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    Quote Originally Posted by Raineer
    MND does enhance accuracy on the improtant debuffs but not as much as skill. Don't let flux tell you that MND doesn't add anything, his vagina just leaked all over his log.
    I've gone out of my way and tested this stuff, but of course I'm wrong and have a leaky vagina (hello, just get in from recess at your elmentary school?) because, let me guess, a WHM landed a paralyze once when you got a resist, so their higher MND must have done it.

    Quote Originally Posted by Suiram
    Oh, my understanding had been that it was a function of INT up to a cap of 60sec/90sec. Thanks for clearing that up.
    Sleep is 58 seconds, sleep ii is 88. "Impossible to guage" mobs can build up resist and the max duration will go down.

    If INT did jack shit for Sleep I'd be pretty screwed since I cast sleep with +2 INT. Likewise if land rate for elemental nukes was INT, I'd be similarly screwed, instead I'm rarely resisted which is a pretty dramatic difference from when I'd use +INT gear because I didn't have the duelist/nashira peices with +elemental/+accuracy.

    Anyone that tells you attributes help land rate hasn't tested it.

  20. #80
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    While staves in and of themselves don't do anything for potency on Enfeebles, from the tests I've seen the extra accuracy helps to achieve it anyway. In that, getting the 100% unresisted spell *plus* extra potency from stats is better than presumably getting an 80% unresisted spell and then MND bonuses or whatnot.

    If I recall, the enfeebling tests posted a while back on Alla and KI, where they guy treated it like a freaking engineering lab with the test results, showed very solid proc rates from what he called "XP" gear...basically a mix of skill and stats, using staves.

    For a lot of RDMs, who either have split merits or no merits in Enfeebling, and who the AF2 hat eludes (0/30+ for me, as in no drops period, ever), I think they're still a solid thing to keep in macros. But then again I usually prefer to err on the side of accuracy when it comes to casting.

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